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重发:在线下载
习题解答电子版,地址内见。
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2004-02-12 04:26:29
http://jxfw.com/mail/showatt.asp?filename=20040212162449_237$The C Programming Lanuage Answer Book.chm.att&pt=&count=0&GRSN=2447474&sname=&sfname=
申请到的邮箱空间,外部可以匿名访问.这样不用偶一个一个发送了.
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重发:在线下载<The C Programming Language 2nd> 习题解答电子版,地址内见。
http://jxfw.com/mail/showatt.asp?filename=20040212162449_237$The C Programming Lanuage Answer Book.chm.att&pt=&count=0&GRSN=2447474&sname=&sfname= 申请到的邮箱空间,外部可以匿名访问.这样不用偶一个一个发送了.
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《The C
Programming
Lan
guage
》---
2nd
---英文PDF
够权威
Brian W.Kernighan && Dennis M.Ritchie
The C
Programming
Lan
guage
(第二版 中文版、英文原版、
习题
答案)
The C
Programming
Lan
guage
是C语言的经典书籍,程序员必备的学习、参考资料,这里把第二版的中文、英文原版和
习题
答案、高清
电子版
一起打包。
《c程序设计语言 第2版 新版》中英文电子档以及课后
习题
解答
本压缩包包括经典的The C
programming
Lan
guage
(英文),《c程序设计语言》英文第2版课后答案,C程序设计语言(第2版·新版),C程序设计语言(第2版·新版)
习题
解答
4份电子档,其中C程序设计语言(第2版·新版)
习题
解答
是对Brian W.Kernighan和Dennis M.Ritchie所著的《c程序设计语言第二版》所有课后练
习题
的
解答
,是极佳的变成实战指导书。K&R的著作是C语言方面的经典教材,而本书与之配套的
习题
解答
讲磅秤你更好地理解C语言并掌握良好的C语言编程技能。
《The Swift
Programming
Lan
guage
》中文文档
Hi大家好, 鉴于《The Swift
Programming
Lan
guage
》中文文档版本繁杂,避免大家因为版本问题引起学习不便。@未来眼之老码团队 会定期发布最新的中文文档。大家有任何问题欢迎垂询! BR OldCoder Team
OpenGL ES 3.0
Programming
Guide,
2nd
Edition
OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ES 3.0
Programming
Guide,
2nd
Edition, the authors cover the entire API and Shading
Lan
guage
. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading
Lan
guage
: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip p
lan
es Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading
Lan
guage
3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading
Lan
guage
. Table of Contents Chapter 1. Introduction to OpenGL ES 3.0 Chapter 2. Hello Triangle: An OpenGL ES 3.0 Example Chapter 3. An Introduction to EGL Chapter 4. Shaders and Programs Chapter 5. OpenGL ES Shading
Lan
guage
Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects Chapter 7. Primitive Assembly and Rasterization Chapter 8. Vertex Shaders Chapter 9. Texturing Chapter 10. Fragment Shaders Chapter 11. Fragment Operations Chapter 12. Framebuffer Objects Chapter 13. Sync Objects and Fences Chapter 14. Advanced
Programming
with OpenGL ES 3.0 Chapter 15. State Queries Chapter 16. OpenGL ES Platforms Appendix A. GL_HALF_FLOAT Appendix B. Built-In Functions Appendix C. ES Framework API Book Details Title: OpenGL ES 3.0
Programming
Guide,
2nd
Edition Author: Aaftab Munshi, Budirijanto Purnomo, Dan Ginsburg, Dave Shreiner Length: 560 pages Edition: 2
Lan
guage
: English Publisher: Addison-Wesley Professional Publication Date: 2014-03-10 ISBN-10: 0321933885 ISBN-13: 9780321933881
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